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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |
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Chickenlump

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Posted on 07-23-05 11:41 PM Link | Quote
I mailed you an IPS patch of it.
I wonder if it would be possible to hack that command to have it write a random number to anywhere in memory, and not restricted to 7F0200 and up? There seemed to be plenty of random looking numbers being generated beneath that address, but the compare values are also limited in their reach. Heh...surprise the player with random stats... "surprise, you start back at level 1 with 10 HP.."

..wait... now I know why the limits are there..

Geiger

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Posted on 07-24-05 01:35 AM Link | Quote
Apparently, I have never looked at Command 19 in depth before. It has nothing whatsoever to do with random number generation. It would seem that it is a "Load Result" command. The offset is where the result is loaded from.

From looking at the original Millenium Fair, it looks like the random number generator is Unknown Command 7F. The offset there is where the random number is stored to.

Here is a fixed version of the code you sent me Chicken.


[01EA] Startup / Idle
7F07 [01EA] Command7F(Mem.7F020E)
6F0607 [01EC] Mem.7F020E <<= 06
1907 [01EF] RandomNum(Mem.7F020E)
1A000F [01F1] If(Result == 00)
83C086 [01F4] LoadEnemy({C0} Atropos XR , 06, Static)
8B0808 [01F7] SetObjectCoord(080, 080)
0D02 [01FA] NPCMoveProps(WalkAround, 00)
00 [01FC] Return
8920 [01FD] SetSpeed(20)
AA03 [01FF] Animation(Normal, 03, 00)
00 [0201] Return
1A010E [0202] If(Result == 01)
839286 [0205] LoadEnemy({92} Gato , 06, Static)
8B0808 [0208] SetObjectCoord(080, 080)
0D02 [020B] NPCMoveProps(WalkAround, 00)
8920 [020D] SetSpeed(20)
AA03 [020F] Animation(Normal, 03, 00)
00 [0211] Return
1A0203 [0212] If(Result == 02)
1004 [0215] Goto [021A]
1A030E [0217] If(Result == 03)
82B1 [021A] LoadNPC {B1} Alfador
8B0808 [021C] SetObjectCoord(080, 080)
0D02 [021F] NPCMoveProps(WalkAround, 00)
00 [0221] Return
8920 [0222] SetSpeed(20)
AA03 [0224] Animation(Normal, 03, 00)
00 [0226] Return
00 [0227] Return


The random number is generated at 01EA. The number is downshifted by 6 (divided by 0x40) at 01EC. This limits it to four choices. It is then loaded into the Result variable at 01EF.

This is how the game generally does random number stuff. If you wanted to do the same style of comparison that you were previously, you could drop line 01EC and 01EF and just compare directly to 7F020E.

Your prior "random" number is coming from some unknown code. You are loading it into the result variable in Object 00.

---T.Geiger


(edited by Geiger on 07-23-05 04:42 PM)
(edited by Geiger on 07-23-05 04:43 PM)
xZeaLitYx

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Posted on 07-26-05 11:39 AM Link | Quote
Problem fixed. Apparently, {1CD} is unfit for use; rewriting an actually used CT room has fixed the errors.
Chickenlump

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Posted on 07-26-05 07:57 PM Link | Quote
Hey Zeality!

*nudge nudge*

Your problem with the text, Bandeau's scene, can be fixed by changing your StringIndex to F84650. Your only problem was an incorrect StringIndex, nothing more.

xZeaLitYx

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Posted on 07-26-05 09:49 PM Link | Quote
Thanks. I accidentally saved that with the beta and 1.7 back and forth, which apparently messed it up. I shouldn't have done that, but I kinda forgot which editor I had open.
Geiger

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Posted on 08-09-05 08:50 AM Link | Quote
For the record, I will not be providing any more fixes for the 1.xx versions. I have been away from the codebases for three months. I will not have time to re-familiarize myself with both of them once I resume coding. Downside, no more fixes. Upside, quicker turnaround on v2.00.

After 2.00 is released, and any major catastrophes are handled, I will be putting Flux to bed for awhile as I have another major project to work on. I do not wish to speak on it at this time except to say some of you will be happy, some of you will be appalled, but most of you will merely say "meh" before you continue munching on your tacos. Its big to me, but not much of a change to most of you.

---T.Geiger
Lenophis

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Posted on 08-09-05 09:00 AM Link | Quote
Originally posted by Geiger
For the record, I will not be providing any more fixes for the 1.xx versions.

May I recommend you release some source so future problems that are found can be nailed and fixed then?


I do not wish to speak on it at this time except to say some of you will be happy, some of you will be appalled,

And most of us won't care until whatever it is you are working on is out.


but most of you will merely say "meh" before you continue munching on your tacos.

I hate tacos...


Its big to me, but not much of a change to most of you.

=\ Whatever that means, but I won't lose any sleep over it...
Geiger

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Posted on 08-09-05 09:20 AM Link | Quote
May I recommend you release some source so future problems that are found can be nailed and fixed then?

You may, but the answer is no.

I hate tacos...

I did say "most". Its possible you may be in one of the other two groups. Or possibly an unmentioned fourth group. For instance, any zombies in the audience probably do not have any strong feelings about much of anything except their hunger for brains. And being primarily brain-munchers, it is unlikely they would be feeding on tacos.

---T.Geiger
xZeaLitYx

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Posted on 08-09-05 10:57 AM Link | Quote
Hm...nothing comes to mind at the moment. I suppose I'll ask if the Expand ROM feature will be rendered somewhat functional. My understanding of it is still stunted, but I think it provides a whole new list of addresses and pointers for new maps, locations, strings, etc. to go in. And, if that's correct, IIRC the implementation part is just having Temporal Flux recognize or take advantage of the new space.

That's my only question; otherwise, Chrono Trigger rom hacking should be sufficiently abilitated. I probably won't get into heavy graphical editing, but other people can handle that well enough.
Geiger

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Posted on 08-10-05 08:25 AM Link | Quote
v2.00 will support 48 Mbit expanded ROMs.

---T.Geiger
Conker the Great
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Posted on 08-11-05 10:12 PM Link | Quote
I'm sorry if this has been asked, but will TF2.0 be able to edit items? Not just the names, the characteristics.

Also, I've only been editing text, and I've noticed a few bugs. During battle the screen flashes black randomly, and characters that trail you in your party seem to be lagging behind. I'm not expecting a fix for it right now, just informing.


(edited by Conker the Great on 08-11-05 01:41 PM)
xZeaLitYx

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Posted on 08-11-05 10:53 PM Link | Quote
Chrono Trigger Editor Companion can edit item attributes and a bunch of other stuff like that. BlitzKrieg made it, but took it off his site after a big whinefest over something or other on a thread here. It is preserved at http://www.chronocompendium.com/Term/Modification . Specifically, the link to download is here (RAR).
Geiger

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Posted on 08-12-05 01:04 AM Link | Quote
I am focusing on things nothing else can edit. Item editing is not scheduled for v2.00.

---T.Geiger
xZeaLitYx

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Posted on 08-12-05 02:49 AM Link | Quote
I've encountered a problem. For some reason, the Overworld music transistions have severely glitched; walking around triggers Peaceful Days and Memories of Green as if the music transition were tiled as a checkerboard. If you know an easy fix to totally erase music transition tiling so that I may retile it, it'd be helpful, but I can reapply some changes if it isn't possible. I've tested every other edit to the rom, and the problem is localized just to music transition. Here is the data:

Value cannot be null.
Parameter name: brush.

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentNullException: Value cannot be null.
Parameter name: brush
at System.Drawing.Graphics.FillRectangle(Brush brush, Int32 x, Int32 y, Int32 width, Int32 height)
at Temporal_Flux.cTileMap.DrawMusicTransition()
at Temporal_Flux.cTileMap.RestoreMap()
at Temporal_Flux.MapForm.OnMapMouseMove(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
Temporal Flux
Assembly Version: 2.0.1952.19539
Win32 Version: 2.0.1952.19539
CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/TEMPORAL%20FLUX.EXE
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
PSVRender
Assembly Version: 1.50.1916.18588
Win32 Version: 1.50.1916.18588
CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/PSVRender.DLL
----------------------------------------
MagicLocalLibrary
Assembly Version: 1.7.4.0
Win32 Version: 1.7.4.0
CodeBase: file:///C:/UNZIPPED/ZSNS953A/CE/TEMPORAL%20FLUX%20ARCHIVE/MagicLocalLibrary.DLL
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
System.Data
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.data/1.0.5000.0__b77a5c561934e089/system.data.dll
----------------------------------------
System.Xml
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.



(edited by xZeaLitYx on 08-11-05 05:55 PM)
JLukas

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Posted on 08-12-05 06:02 AM Link | Quote
Set the music transition to 0 to paste "blank" tiles. If you hold left-click and drag the mouse you can flood fill an entire area.
xZeaLitYx

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Posted on 08-12-05 06:16 AM Link | Quote
Well, my checkerboard observation was mostly from field testing. That error box in my last post won't terminate after repeated continue attempts, though I suppose it should eventually. Selecting music transition causes it immediately, before Temporal Flux draws the translucent music transition layers or editing is possible.

Edit: I'm going to try and use that full spread to paste Music transition 4 completely over 1000 A.D. in an unmodified, unheadered CT rom, and make a patch of that and apply it to the CE rom. Hopefully, that'll remedy the situation.


(edited by xZeaLitYx on 08-11-05 10:33 PM)
Conker the Great
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Posted on 08-13-05 01:19 AM Link | Quote
Huh, that item editor doesn't seem to save any changes or allow me to...well onto the next thing I'd like to screw around with, are there any sprite editors in existance for CT?
xZeaLitYx

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Posted on 08-13-05 12:57 PM Link | Quote
Just noting that I went back and redid it. I still have no idea how the problem arose; sorry.

It's amazing how easy scene editing comes to you after a few scenes. Now, the biggest time sapper for me when editing with Temporal Flux is simply making some changes, loading it up in ZSNES, making more changes (aligning coordinates exactly, changing up an NPC route), loading it up in ZSNES, etc. until you have a finely tuned work of art. I'm sure when I move on to Gates and such, however, it'll be like learning the simple stuff all over again.
vargose
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Posted on 08-16-05 11:52 PM Link | Quote
Hey Geiger,
What gives, what happened to your site. I have been playing arround with a previous version of temporal flux for a while now. Its been a whole lot of fun. I was just wondering if you disappeared or something.

Vargose
Geiger

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Posted on 08-17-05 12:11 AM Link | Quote
What gives, what happened to your site.

I lost my job.

But through the grace of God, I have recently regained employment. My site will return once I have a suitable replacement computer (as my old server died during the interim).

If you ever wanted to make a Donation, now would be a good time.

---T.Geiger
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